Subclasses of UnityEngine.Object work correctly but not the class itself.
Minimal example:
Code: Select all
public class SavedComponentTest : MonoBehaviour
{
public UnityEngine.Object xx;
}
Replacing UnityEngine.Object with e.g. Component works fine. This is an OK workaround for my situation since the objects I want to save are all Components, but it does seem like a bug as far as I can tell.
For context, I am trying to save a List<UnityEngine.Object> that represents arguments to a function call (ie, Action) which can be serialized/deserialized via ES3 and then invoked after loading.